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An expansion by Jacques Bariot and Guillaume Montiage,

with art by Dimitri Bielak and Emile Denis


The mysterious city of Ta-Seti has emerged to the south of Kemet; but the path
to get there is a long and dangerous journey.
While your priests travel to this newfound city, battles still rage on in the land of
Kemet. New creatures rally to your cause as you use powerful magic objects and
unleash the dark forces of the black pyramids...

INTRODUCTION
Kemet: Ta-Seti is an expansion to Kemet; in order to play you will need a copy of the
base game. This is a modular expansion: you can use all the modules or just some of
them in any game of Kemet. Before starting the game, players should decide which
modules they want to add to the base game.




Module 1: a new pyramid color with 16 corresponding Power Tiles.


Module 2: a new phase: Dawn.
Module 3: a new mechanism: the path to Ta-Seti.
Module 4: a new victory condition.
Module 5: new Battle cards and Divine Intervention cards.

Note: throughout this document male pronouns are used for the sake of simplicity and readability. It should be
clearly understood that in each instance, we mean to include female players as well.

MODULES DESCRIPTION
module

1: The black pyramid and its Power Tiles

Components:
4 two-sided boards
representing the path to Ta-Seti
16 black Power tiles
5 black Pyramids
5 Buy a black power action
space tiles
3 Creatures
6 Mercenaries
15 Priest figurines
(3 per player)
3 golden and 1 silver
Action tokens
12 new Divine
Intervention cards
36 Path to Ta-Seti tokens
15 two-sided Dawn tokens
3 Temporary powers
from the path to Ta-Seti
tokens
10 new Battle Cards
(2 per player)
6 Ta-Seti Victory Point tokens
4 double-sided Double-Edged
Dagger Victory Point tokens
1 Index of Powers, Cards,

With this module players can develop their civilization using 4 different pyramid
Skills, Objects and Bonuses
colors instead of 3. However, their cities still contain only 3 pyramid spaces.
Consequently, they can only build 3 of the 4 possible pyramids. They will however
be able to capture and benefit from their opponents pyramids to gain access to powers of
all four colors.
setup
Setting up the pyramids is done following the same rules as the base game with the split of
3 points. If a player splits his 3 points on only two pyramids, he can choose the color of his
third pyramid during the game.
The black Power Tiles are placed next to the other Power Tiles from the base game. A
player possessing a black pyramid can buy black Power Tiles following the same rules that
apply to the other colors.
Important!
In Ta-Seti, 3 of the black powers (Dark Ritual, Twin Ceremony and Forced March) provide
a golden Action Token just like the blue power Divine Will.
A player who buys several of these Power Tiles only receives one golden Action Token for
the first of these Power Tiles that he buys. He can therefore only use one of these tiles each
Day phase. When that player places the golden Action Token at the top of the pyramid on
his individual board, he decides which Power Tile he wants to activate. On the next Day
phase, that player will be able to place his golden Action Token again to activate any single
golden Action Power Tile he owns (including the one he activated on the previous turn).

The Buy a
black power action
space tile is added
by each player to
the 4 squares at
the bottom of their
individual board.
For the easiest use
place it on a space
corresponding to a
pyramid color that
wasnt built. But you
can move it during
the game if you need
to access the space
underneath.

module

2: The Dawn Phase

This module replaces the Determining Turn order phase (A.4 in the base game rulebook).
However, the Dawn phase is ignored on the first turn. Turn order for the first turn is
therefore still determined randomly.
How to gain a Dawn token ?
Dawn tokens are obtained during battles. A player who loses a battle or who loses all units
during a battle gains a Dawn token of value +1 strength at the end of the battle. A player
can own an unlimited number of Dawn tokens.
The Dawn Value
During the Dawn phase, players must resolve a mandatory battle to determine the turn
order for the next Day phase. For this, starting with the player on the last space of the turn
order track and moving in reverse turn order, each player:
MUST play a Battle card face-up
MUST discard a Battle card face-down
CAN spend one or more Dawn tokens.
The Dawn value corresponds to the sum of the strength value of the revealed Battle card
and the bonuses from the Dawn tokens that were spent.
Important! Only the strength value of the revealed Battle card is taken into account. The
other characteristics of the card are ignored.
Each player does this in reverse turn order, up to the player placed in first position on the
turn order track.
The player with the highest Dawn value places his order marker on the space of his choice
on the turn order track. Then, in decreasing Dawn value order, each player does the same,
placing his order marker on a free space of the turn order track. In case of a tie, the previous
turn order breaks the tie. Therefore the player who was earlier in the former turn order wins
ties.
ALL Dawn tokens played during this Dawn phase are then discarded.

module

3: The path to ta-seti

On the back side


of these tokens is a
+ 2 Strength value
that can be used if
players run out of
+1 Strength tokens.
One player can own
an unlimited number
of Dawn tokens.
At any time during
the game, a +2
Strength token can
be exchanged for two
+1 Strength tokens.
To keep track of
the old turn order,
push each turn
order token below
its box before determining the new turn
order. This way you
can easily see who
breaks ties.

Setup
The path to Ta-Seti is made of 4 boards that have to be laid out in a precise order, so that all
roads are adequately connected (see the example below).
Each board is two-sided. At the beginning of the game, determine randomly for each tile
which side will be used and create the path with the 4 boards. Place the path to Ta-Seti next
to the main board.
On the path to Ta-Seti, place:
The temporary bonus tokens on each corresponding space u.
One token showing a level 1 Object, face up on each corresponding space v.
One token showing a level 2 Object, face up on each corresponding space w.
One Skill token, face up on each corresponding space x.
One permanent Victory Point at the end of the path to Ta-Seti y.
Unused tokens are set aside in a reserve pile.
The 3 priest figurines of each player are placed next to the board showing the start of
the path z.

z
u

v
v

w
w

u v

x
v

y
w

Principle of play
When a player performs a Move/Attack action, he can, in addition, activate immediately
one of his priests on the path to Ta-Seti. Movement on the main board will only be carried
out after the Priests activation has been completely resolved.
Important!
The only way to activate a priest on the path to Ta-Seti is by using one of the two Move/
Attack action spaces of an individual board. Similar actions triggered by the use of a golden
token are not taken into account for the path to Ta-Seti.
Activation of a priest
The player can activate either a priest already on the path to Ta-Seti, or a priest in his reserve
in which case that priest will enter the Ta-Seti board on the path of his choice on the left side
of the board. The activated priest will travel along the path to Ta-Seti, and make a stop in
a location. The player will then decide whether the priest will continue its journey, or if it
will benefit from the rewards given by the location and be removed from the Ta-Seti board.
1) Traveling on the path to Ta-Seti
A priest ALWAYS moves right, following a path, in the direction of the Victory Point located
at the end, on the city of Ta-Seti. The priest can move as long as it doesnt reach a location.
When it arrives at a location (village, city or temple), it must end its movement.
Rewards: The player immediately benefits from bonuses that are depicted on the path
between two locations. He also takes temporary bonus tokens (if there are any) and will be
able to use them in the same turn (see p.4 of the Index), before replacing them on the path
to Ta-Seti.

Stephan decides to move


his priest on the bottom
road. He gains 1 (and
advances his token one
space on his individual
board). He also gains
the +1 damage temporary token that he will
be able to use only if he
starts a battle with his
Move/Attack action.
Whether he used it or
not, this token will go
back to the Ta-Seti
reserve at the end of his
action.

2) Stop in a location
When the priest reaches a location, the player has to stop and choose one of these two
options:
Take nothing. In that case, the priest stays on the path to Ta-Seti and can be activated
later in the game.
Take the Objects and/or Skills available on the location and place them next to his
individual board. In that case, the priest is removed from the path to Ta-Seti. If the
player takes a Skill token (see below) the priest is placed on the main board, replacing
one of his units (that goes back to his reserve). If he took only Objects (see p.3 of the
Index), the priest is placed back next to
the board, near the start of the path to
Ta-Seti.

Details on acquiring a Skill with a priest

The Object tokens obtained by a


player must always be discarded
after use. The Skill tokens obtained
by a player are permanent.
Temporary bonus tokens return on
their spaces in the path to Ta-Seti
after they are used.
Information on how to use each
object is found in the Index.

Important !
Only one priest can be
activated with each Move/
Attack action.
A player can have several
priests on the path to Ta-Seti.
There can be several priests
(belonging to one or more
players) on the same step.

When a player decides to gain a Skill on the path to Ta-Seti, he removes the priest
he activated from the path and places it on the main board. That priest becomes
a unit that replaces one of the players units already on the board. The unit that is
removed goes back to that players reserve.
If the player does not have any units on the board, the priest goes to the players
reserve with his other units. Once it is on the board, the priest is treated as any other
unit and behaves as such. However, the priest provides the troop he is traveling
with all the skills the player acquired on the path to Ta-Seti. If a priest is eliminated,
he goes back to the players unit reserve and can be recruited as a normal unit.
Skills effect: The skills the priests acquire are permanent and are transferred
automatically to other priests. Hence, if a player has acquired several skills, each
troop comprising at least 1 priest will benefit from ALL the skills that player has
acquired.
Warning: if two priests travel with the same troop, bonuses from skills are not
doubled.
Important: if a player has his three priests on the main game board, he can
send back, anytime he wants, one of his priests in the reserve on the left of the
path to Ta-Seti.

At the end of each Night phase (after phase A.3 Resolving Power Effects and before the
Dawn phase, if players chose to play with module 2), the path to Ta-Seti is refilled. If Objects,
Skills or Victory Points tokens have been taken during the previous turn, they are replaced
with new tokens taken from the reserve, as long as there are some left. If no more tokens are
available, the path is refilled starting from the step furthest away from the start from top to
bottom.

module

Slaughter

4: A new victory condition

Although this module works perfectly well by itself, we advise combining it with module
2, the new Dawn phase. A player wins the game if he satisfies the victory conditions before
placing one of his action tokens, rather than at the end of a turn like in the base game.
Principle of play
If during the Day phase, before placing one of his action tokens, the active player possesses
at least 8 VP (or 10 depending on the choice made before the start of the game) there are
two possible situations:

and Charge!.
The troops his Priests
travel with will get
+1 Damage AND
+ 1 Strength when
attacking.

if none of his opponents possesses more VP than he does, he immediately wins the
game (it is therefore possible for a player to win the game while one of his opponents
has as many VP as he does).

At the start of the game,


the players agreed on the
8 VP victory condition.

if one or more of his opponents possess more VP than he does, no one wins at this time.
The current Day phase is the last of the game.

At the beginning of a
new round, players have
the following scores:

If, at the end of this Day phase, no player has won the game, the winner of the game is
determined like in the base game, that is, taking into account the following criteria (in that
order):
The player who has the most VP
In case of a tie, the player who has the most Battle VP
In case of another tie, the tied player who played the first during the last action phase.

module

5: New Battle cards and Divine Intervention cards

battle cards
Each player receives 2 new Battle cards at the beginning of the game in addition to the 6
Battle cards of the base game. Each player now has 8 Battle cards to choose from for the
battle resolution
divine intervention cards
New Divine Intervention cards are added to those from the base game during setup. Players
still receive a Divine Intervention card at the beginning of the game, with the possibility of
receiving one of the new cards. The cards that are not dealt to the players at the beginning
of the game are still kept aside in a draw pile next to the board.

THANKS

A big thank you to the whole Matagot team (Sabrina, Fabien, Yann, Mathias) and
in particular to Arnaud and Hicham for the thousands of emails exchanged during
the development of Ta-Seti.
We also want to wholeheartedly thank all our playtesters, whether they played only once
or many times. We want to thank in particular the hardcore playtesters from our region:
Claire Montiage, Olivier Basaran, Ian Clvy, Pierre Frey and Etienne Schaeffer. Without your
remarks, your feedback and your analysis, Ta-Seti wouldnt be what it is.
We do not thank the person who uttered the following sentence: You will see, making
an expansion is much less work that designing the base game.
Jacques and Guillaume

Since the beginning of


the game, Guillaume
has gained two Skills:

Jacques has 8 VP, Claire


has 9 VP, Guillaume
and Stephan have 7 VP
each. Jacques plays first.
As he places his first
Action token, Claire is
ahead of him with 9 VP.
Jacques can therefore
not immediately win the
game.
Claire plays in third
place. If at the time
she plays her first
Action token the overall
situation has not
changed (she is still alone
in the lead with 9 VP),
she will win the game.
In any case, that
day phase is the last
one of the game, and
the winner will be
determined when the
phase ends.